## About The Pull Request
Adds butts (up to size 8) and bellies (up to size 9)
Check out what they look like in the Proof of Testing.
## Why It's Good For The Game
It allows for a lot more customization and spicy content, making way for
the potential for new emotes using these genitals to be added. While I
can understand that some people may be against this, I honestly feel it
is no different than any of the hyper genitals or regular genitals we
already have. If the size is somehow an issue despite us having other
hyper genitals, I can reduce the max size.
## Proof Of Testing
See below. Hyper and NSFW warning.
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/24dde7a9-98e8-49f8-aee2-118da5dfe2c4
<img width="1426" height="397" alt="image"
src="https://github.com/user-attachments/assets/87e8d620-960f-407c-a816-cdc82073070a"
/>
<img width="1435" height="406" alt="image"
src="https://github.com/user-attachments/assets/27791cf5-a753-491b-8622-1c3f6dabd81c"
/>
</details>
## Changelog
🆑
add: Added new genitals: Bellies + Butts
/🆑
---------
Co-authored-by: Roxy <94389951+SapphoQueer@users.noreply.github.com>
## About The Pull Request
Organizes all the dept/dept. guard jackets into the same subtpe, moves
them from skyrat master_files into modular_zubbers, places them
consistently in the vending machines/garment bags/loadout.
## Why It's Good For The Game
Clean up and consistency of the jackets.
## Changelog
🆑 LT3
fix: Fixed missing textures for the dark medical jacket
add: Department/department guard jackets are now consistent and
available in garment bags, vending machines, and loadouts
/🆑
## About The Pull Request
refactors the implanted wound analyser code a bit, makes it trigger
whenever you examine yourself instead of being an action button
also gives it a different icon, adds it to research and moves it to a
brain implant
## Why It's Good For The Game
less action button bloat good, adds a reason to have it in addition to
the health scanner implant (can have both now), makes it printable with
science
## Proof Of Testing
<img width="1288" height="910" alt="image"
src="https://github.com/user-attachments/assets/e89e669c-321c-425e-86df-47738d7c3c1b"
/>
<img width="2527" height="1421" alt="image"
src="https://github.com/user-attachments/assets/f1bcc08a-b6ef-4426-87a0-33a3952e099a"
/>
<img width="644" height="264" alt="image"
src="https://github.com/user-attachments/assets/60143368-3ea6-421c-b192-df694cbeb507"
/>
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Moved Internal Wound Analyzer from being a chest implant to a head
implant. Expies rejoice. May need to reselect it in character options.
add: Internal wound analyzer to science research.
refactor: Removed Internal Wound Analyzer action button. Simply examine
yourself to activate it. Pairs nicely with the self-aware quirk. 15
second cooldown to avoid filling your chat window.
/🆑
## About The Pull Request
Does as the title suggests. This was voted on and approved unanimously
by maintainers.
**BLUE DONATOR ITEMS HAVE BEEN LEFT INTACT.**
## Why It's Good For The Game
A lot of players discussed discontent with 'virosec' and I feel this is
a solution that works.
## Proof Of Testing
I forgot to take screenshots, but it compiles, builds, and almost
everything is red.
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Added back base /tg/ redsec along with red Skyrat clothing items.
del: Removed 'virosec'.
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Adds an amount of extra implants for roundstart. Most are not *super*
useful with the exception of a couple.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
This PR would allow for more flavour options for those who have augged
characters. It's kinda difficult to RP having implants if you can't
mechanically HAVE some implants from the get-go. Multiple people have
expressed interest in something like this. There is a severe lack of
Not-Illegal implants that you can acquire relatively early and I wish to
alleviate this.
The implanted recorder may allow for some blackmail strategy if playing
as an antagonist.
Fixes bug with lighter implant.
The blaster is a very shitty dart flinger. The only real benefit is that
it's implanted. You can't move while priming it, same as a rebar
crossbow. 10% chance to jam, 50% chance to unjam.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Proof Of Testing
<img width="377" height="297" alt="image"
src="https://github.com/user-attachments/assets/b5f6b294-bd36-465b-b8a0-4ae5a124da20"
/>
https://github.com/user-attachments/assets/c0448ec2-b595-4b1b-9568-5826d10d0755https://github.com/user-attachments/assets/b871af26-607a-4a94-973f-37c32298a8a7https://github.com/user-attachments/assets/4246f1f5-bde9-4fc9-a3e1-aa0d6e3c41ce
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: Synth charging implant to Markings/Organs so you can choose what
arm it goes in.
add: Various arm implanted items to Markings/Organs. These include; A
seclite, four colour pen and tape recorder.
add: Chest implant; Internal wound analyser. Analyses your own wounds to
get treatment info and make bandaging yourself faster. Does not show any
other info. It's a wound analyser.
add: Roundstart STANDARD nutriment implant. It gets you to 35% nutrition
at most, does not remove negative "I'm Hungry!" moodlet. You will still
need to eat Actual Food. Pay your station chef.
add: Implanted 3 shot Donksoft gun. This is buyable from cargo.
Mechanically operates like a rebar crossbow. Small chance (10%) to jam
just because its funny.
add: New implants to cargo goodies.
add: Manual shield moth eyes to roundstart. Same as the other ones but
moth flavoured. Same weakness to flash as normal moth eyes when shield
is not in use. By virtue of them being cybernetic, they will not heal
over time, same as any others.
add: Invisible version of the civilian HUD implant for roundstart. No
more green eye if you don't want it.
sprite: Added sprite by the wonderful Niim for the donksoft implant.
sprite: Added sprites for the seclite implant in-hand. Stole sprite from
the seclite sprite used when attached to guns for item sprite.
fix: Lighter implant only working for right arm. Whoops.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->
## About The Pull Request
Removes broken option from prosthetic organ quirk and add it to organs
tab
## Why It's Good For The Game
The prosthetic brain was bugged and didnt work with the prosthetic organ
option, now you can select surplus brain in organs tab
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: prosthetic organ no longer includes option for brain, you can
choose it from organs tab
add: surplus brain now uses more mechanized sprite to match the
description
/🆑
---------
Co-authored-by: Copilot <copilot@github.com>
## About The Pull Request
This PR addresses a consistency issue with high heels in the game. Some
of them make the "click clack" sound, others do not. I've made it so
that all high heel shoes do the sound, as well as making is so that
latex boots inherit the jackboot parent.
Finally, I've also changed the seamless heels quirk, or rather added the
option to choose the appearance of the shoes, having all loadout high
heel shoes as options.
## Why It's Good For The Game
I am normal.
also consistency.
## Proof Of Testing
<img width="556" height="336" alt="image"
src="https://github.com/user-attachments/assets/a28fcfbf-74fb-419f-bc1f-23fb8c1a4e63"
/>
</details>
## Changelog
🆑
sound: All high heel shoes now make the high heel sound.
add: You can now choose the appearance of the heels when you pick the
seamless heels quirk.
/🆑
## About The Pull Request
Title. Ports https://github.com/NovaSector/NovaSector/pull/7015 from
Nova Sector.
## Why It's Good For The Game
Customisation good. Enables creation of robotic versions of some
species.
## Proof Of Testing
Runs on my machine. Fixed up code with help from Artur and Waterpig
(thanks). Organs in robotic torso enabled via augs+ get EMP'd as normal,
seems to have no issues.
<details>
<summary>Screenshots/Videos</summary>
<img width="636" height="521" alt="image"
src="https://github.com/user-attachments/assets/0c088011-954c-4355-8d86-2f86e38e0357"
/>
<img width="1867" height="1117" alt="image"
src="https://github.com/user-attachments/assets/eddbf9a3-f543-4b20-9363-806ef8bf2f11"
/>
</details>
## Changelog
🆑
add: Robotic type body parts for the more unique species sprites. Akula,
Anthro, Lizard, Moth, Vox, Xenohybrid and Teshari. Please note these are
moreso intended for making non-standard synths, as they are identical to
the non-robotic versions visually.
add: Peg limbs to augs+
add: Default chassis Synth sprites for augs+
image: added E3N sprites for augs+
code: added handling for the new greyscale robotic limbs
/🆑
---------
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
Title. Reduces cost of the civ hud implant from 4 points to 2.
## Why It's Good For The Game
4 points for a job indicator HUD icon seems a bit much, considering
razor claws are also 4 points. Some people use the HUD for accessibility
reasons as well, such as poor eyesight. Reducing the cost makes it a
little easier to grab if one wants it.
## Proof Of Testing
if it compiles it works, simple value change
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: Reduces quirk cost of the Civillian HUD implant in Augs+ from 4
to 2
/🆑
## About The Pull Request
This PR adds a bunch of stuff to Augs+, primarily. Namely, basic
cybernetic eyes, cybernetic versions of the "Adapated" lungs, a
selectable moth tongue and the lighter implant.
It also dims the civillian HUD implant on carbons slightly when enabled,
as it is _extremely_ bright compared to others. Considering some people
use it for accessibility reasons, I have dimmed it a little. I may
create a completely invisible version in future, but not in this PR.
## Why It's Good For The Game
Customisation good. Extra stuff for flavour is nice.
## Proof Of Testing
something something works on my machine. Screenshot below.
<details>
<summary>Screenshots/Videos</summary>
<img width="2237" height="1286" alt="image"
src="https://github.com/user-attachments/assets/6cc77d93-f1dd-4c1a-898d-6c8b42a601b8"
/>
</details>
## Changelog
🆑
add: Basic cybernetic eyes and Basic cybernetic moth eyes to augs+ for
-1 quirk point.
add: Cybernetic versions of the "Adapted" lungs. Stat-wise, they are on
par with Basic.
add: The funny lighter implant to augs+ for 1 quirk point.
add: "Fluttery" tongue to augs+. Selectable moth tongue.
add: Moth eyes (organic) to augs+, mainly for those with smaller sprites
that would like larger eyes.
qol: Renamed cybernetics in augs+ to reflect what organ they actually
give you.
code: Added component for EMP behaviour on new cybernetics because Artur
made me (send help)
code: Dimmed Civillian HUD implant colour on carbon sprite a little
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Cybernetic/Cortical brain touch-up. Discuss.
Also because vox use cortical brains, we touched their code a little.
Tangent: I wish there was a way to make the brain restore surgery
capable of taking a multitool without being a separate op :\
# But why?
It's been noticed that people are using cortical brains to shoot up some
meth without consequences. This was a) not originally intended b)
genuine power creep, as previously the only way to be able to process
chems without the brain damage was to be a vox, who do start with
robotic-only brains. So, this PR is to address it. Sure you get an EMP
weakness, but this server has a soft-stigmatization against using EMPs
so that's leery on the social contract.
Fret not! You'll still have the option of a roundstart brain which
doesn't take meth damage. It just also takes slightly more EMP damage,
has less health than an ordinary brain, and if it ever gets removed, it
explodes as the other prosthetics do (but doesn't qdel). So really,
there's not much of a consequence.
## Proof Of Testing
https://github.com/user-attachments/assets/f48efc8b-9f4b-4fd1-b71f-145a1d4b63c5
<img width="255" height="167" alt="Screenshot_10"
src="https://github.com/user-attachments/assets/0334b931-0593-4721-9de2-a02211253e28"
/>
yeah i flipped it on the below one. it's correct now though
<img width="661" height="171" alt="Screenshot_11"
src="https://github.com/user-attachments/assets/554eaf09-8ee4-4a1a-a95b-c7332a078610"
/>
## Changelog
🆑
add: Previously-unobtainable surplus-cybernetic brain added to
Prosthetic Organ quirk
add: Cybernetic brains given the ORGAN_PROMINENT trait, following normal
brains.
add: Vox Primalis unique cybernetic brain has been finally added to
their species descriptions. (Bet you didn't know they had one)
balance: (Roundstart) Cortical brains given ORGAN_ORGANIC, so they can
be fixed with both mannitol and a multitool. Vox brains are excluded
balance: Brain options in character prefs have been given a 1
quirkiness-point cost.
fix: Cybernetic/Cortical brains have their repair hints updated to
reflect what they can actually be repaired by
code: Prosthetic Organ quirk moved to modular_zubbers
code: 'Vox Primalis' now considered a collective noun
code: dangerous_organ_removal has a new variable to toggle between organ
qdel or having its damage set to max health.
/🆑
## About The Pull Request
Does as the title suggests, I also put the files into proper folders
while I was in there per where they would be on base /tg/ based on where
they were in the Effigy PRs. This is a port of all three of these PRs:
https://github.com/effigy-se/effigy/pulls?q=is%3Apr+is%3Amerged+blooper
## Why It's Good For The Game
This lets us change vocal barks easier, as well as letting us have more
control over how easily and quickly we can remove and add specific ones
if necessary.
## Proof Of Testing
It compiled and ran without any runtimes. I would still highly recommend
test merging this for a few weeks to get everything transferred over.
## Changelog
🆑 xPokee, LT3, TealSeer
refactor: Refactored vocal bloopers to be a config based subsystem.
config: Added all the previous vocal bloopers to the new config, as well
as some new ones, look for them!
/🆑
---------
Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
## About The Pull Request
**The majority of the work was done by Ozzo in #1471.**
GAS are snake bugs hailing from Baystation 12.
- They hate the heat, but are durable against low-pressure environments
and the cold.
- They cannot wear suits and most clothes, but have built in armor (it's
in their name).
- It is harder to grab GAS.
- They are taller than the average spaceman.
https://github.com/user-attachments/assets/f9ac1078-0d41-4a26-850f-26a2cd7bbf01
They currently have no lore or species description, but plans are in the
works for both to be made.
## Why It's Good For The Game
It's a new species that was well-recieved when it was tested the first
time around, before being lost due to a lack of work on it. I am here to
continue work on it and add new features to it if they are requested by
the person that wanted them.
## Proof Of Testing
It compiled and ran, hence me being able to take the video. There were
no runtimes. I attached an image of a stylish GAS as further proof of
testing.
<details>
<summary>Screenshots/Videos</summary>
<img width="137" height="111" alt="image"
src="https://github.com/user-attachments/assets/4b2ddd78-9312-4f0e-bbac-37bd51290490"
/>
</details>
## Changelog
🆑
add: Added a new species: Giant Armored Serpentids (GAS)!
/🆑
## About The Pull Request
In the same vein of SapphoQueer's PR for pair (Alt) breasts, this just
allows the larger sizes of quad (alt) breasts to be used, while keeping
the default quad breasts at a max of size 5 (since there aren't actually
sprites for higher sizes)
Only for quads, sextuple weren't touched.
## Why It's Good For The Game
More customisation is always good. I looked into this a while ago and
was bothered by the fact that larger quad breasts weren't available.
This fixes it! And honestly I'm using a lot of the same rationalisation
as Sappho did here; if there was a dedicated hyper pref this'd be locked
behind it, but since there isn't and thats apparently impossible I'm
PRing it anyways.
Shouldn't be an issue because generally people don't rock around with
their tits out in public (both being an IC crime and usually if people
LOOC it they put it away). However, if the _max_ quad size is deemed too
much I will reduce it down to either 16 or 17.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="270" height="276" alt="image"
src="https://github.com/user-attachments/assets/6f68ed81-b63f-4c36-8c51-83b7b678cb8b"
/>
max of 19
<img width="271" height="274" alt="image"
src="https://github.com/user-attachments/assets/4a777757-ebcc-4c0b-ac5e-df1392242bdb"
/>
max of 16
</details>
## Changelog
🆑
add: The "quad (alt)" breasts now support sizes F-S.
/🆑
## About The Pull Request
Very similarly to the (alt) breasts, the (alt) penises had larger sizes
within the DMI, yet, they were not enabld. This enables them.
How to make the penis bigger:
Just turn it on!
Its a perfect joke.
## Why It's Good For The Game
I will copy-paste my reasoning from the breasts PR, because it is quite
frankly the same thing.
More customization is good. Some players who left bubber have told me
they'd come back to the server if we had more of splurt's customization
because they don't like that server, but it has Better Character
Creation Options Like Bigger Penis, so it's where they go. I was going
to wait for a dedicated hyper pref to add this as it was stated to be a
prerequisite, but that has been basically deemed impossible by the
several people who have tried, so I'm pring it anyways in the hopes that
it gets accepted.
I do not believe this to be a major issue either way as public nudity is
already frowned upon within the server, as well as being an IC crime,
and ooc enforced as "put that shit away if people LOOC it" even on
smaller sizes. Underwear too, does exist, which the vast majority of
characters have on. Especially with them already being in the code, I do
not see much of a reason to not have them be enabled.
## Proof Of Testing
<img width="264" height="536" alt="afbeelding"
src="https://github.com/user-attachments/assets/c586aead-55fc-4301-a28d-7a7628b76487"
/>
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: The (alt) sprites for penises now have 3 extra stages of size.
/🆑
## About The Pull Request
We have had the bigger versions of the splurt boobs in the code for
quite some time. They were not enabled. This enables them. It also
clamps to 16 for the non-alt pair, so they are not affected.
This is ONLY for the pair boobs, quad/sextuple are not affected.
## Why It's Good For The Game
More customization is good. Some players who left bubber have told me
they'd come back to the server if we had more of splurt's customization
because they don't like that server, but it has Better Character
Creation Options Like Bigger Boobs, so it's where they go. I was going
to wait for a dedicated hyper pref to add this as it was stated to be a
prerequisite, but that has been basically deemed impossible by the
several people who have tried, so I'm pring it anyways in the hopes that
it gets accepted.
I do not believe this to be a major issue either way as public nudity is
already frowned upon within the server, as well as being an IC crime,
and ooc enforced as "put that shit away if people LOOC it" even on
smaller sizes. Underwear too, does exist, which the vast majority of
characters have on. Especially with them already being in the code, I do
not see much of a reason to not have them be enabled.
## Proof Of Testing
<img width="271" height="348" alt="afbeelding"
src="https://github.com/user-attachments/assets/ce86353a-f146-41a7-97bf-b5c11e3aacef"
/>
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: The "pair (alt)" breasts now support Q, R, and S sizes.
/🆑
## About The Pull Request
This is a port of https://github.com/NovaSector/NovaSector/pull/6659.
The PR does as the title suggests, it adds three new emotes:
- tchirp (teshari chirp)
- tsqueak (teshari sqeak)
- ttrill (teshari trill)
It also separates the mohawks from the ears, allowing for more
customization and less clipping on teshari body types.
## Why It's Good For The Game
It allows for more customization and future additions to teshari, and
more emotes for teshari are always nice.
## Proof Of Testing
See the attached video below.
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/4e5bd73f-16ef-4acb-b105-f84e7474b232
</details>
## Changelog
🆑 intense-skies, xPokee
add: Added new three new teshari emotes: ttrill, tsqueak, and tchirp.
These emotes are also in the emote panel.
add: Added two new mohawk hair selections for teshari.
del: Removed one of the old mohawk ears options from teshari, as it is
now deprecated.
/🆑
## About The Pull Request
Adds clear leg wraps as a loadout item and to the code. This acts
identically to the gear harness in that it has no on_mob sprite, so you
can wear it but still have the benefit of having the clothing.
## Why It's Good For The Game
People won't need to take a negative quirk to get the benefits of shoes
while not wearing them as a digitigrade legs user.
## Proof Of Testing
It worked fine when I tested it.
## Changelog
🆑
add: Added a new item to the game and loadouts: Clear Leg Wraps, these
functionally identically to the gear harness, but for shoes.
/🆑
## About The Pull Request
First PR. All I know is that it works.
Anyway, this PR ports customisable (barefoot) footstep sounds from Nova
Sector. It incorporates the update PRs to the best of my very limited
ability thanks to Artur.
Various high heel footwear items are also updated with the additional
footstep noises for the hell of it, going from 2 possible sounds to 4,
reducing the looping effect.
_Footstep options include:_
- Default
- Shoes (shoe SFX while barefoot)
- Highheels
- Claws (Ian/similar mob SFX)
- Hooves (New SFX added by PR)
Files are distributed a little haphazardly. Some in the modular Zubbers
folder, some in the old skyrat modular folder. I am lazy.
Original PRs code was taken from (credit to https://github.com/Neocloudy
for the first PR on Nova):
1. [https://github.com/NovaSector/NovaSector/pull/3404](url)
2. [https://github.com/NovaSector/NovaSector/pull/4475](url)
3. [https://github.com/NovaSector/NovaSector/pull/6035](url)
## Why It's Good For The Game
I forgor to fill this out. Uhm. Customisation good I guess. Also stops
SLAPPY SLAP HUMAN FLESH FEET NOISES despite being a robot etc.
## Proof Of Testing
https://github.com/user-attachments/assets/aa1227fa-aea5-43f4-87a8-d52f65c752ce
video WAS longer but had to cut significantly
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Ability to customise barefoot footstep sounds in character
preference menu.
/🆑
---------
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
- null all GAGS vars for brass wirecutters as it doesn't use GAGS
- Repath `mothbomb.dmi` so it actually gets deployed with the server
- Generate map icons
- Fix 150+ crafting material parity failures
- Fix airlock lights not working
- Fix certain species missing eyes
## Why It's Good For The Game
Don't like red X
## Proof Of Testing
If this PR is green check then you Know
## About The Pull Request
Fixes liz fizz, a non-alcoholic drink, being subtyped as ethanol.
## Why It's Good For The Game
Less people dropping dead at the bar, creating a murder mystery.
## Changelog
🆑 LT3
fix: Non-alcoholic liz fizz should no longer kill people who are
allergic to alcohol
/🆑
## About The Pull Request
Does as the title suggests. I am pretty impartial to these existing, so
long as they get a resprite, and get proper digitigrade leg sprites
before they make a return. If anyone is super attached to the hats, let
me know in the comments, and I'll remove them from this PR. I only
included them with this due to it feeling silly to only have the hats
without the uniforms.
## Why It's Good For The Game
I am normally a firm believer in "Improve. Don't remove." but these
sprites lack digitigrade sprites and their own sprites have clearly not
been touched up in quite some time leads me to believe they are being
unmaintained and would best be removed for the time being.
## Proof Of Testing
It compiled. If CI passes it should work.
## Changelog
🆑
del: Removed the imperial/naval hats and jumpsuits.
/🆑
## About The Pull Request
Flash protection for Skrell raised from **Sensitive** to **None** in
respect to their other weaknesses. Copper blood color changed to be
_oxidized copper_, teal-ish. More distinct. Issues raised by an
anonymous player and I put together the PR. In the event the flash
protection change is deemed too heavy balance-wise, I'll make changes
here to change the description of Skrell to include their flash
sensitivity, as it is unlisted.
<img width="800" height="416" alt="copper-oxide"
src="https://github.com/user-attachments/assets/f0031948-b1a8-4731-bbcd-522711617537"
/>
There is a fish in the details tab.
<details>

**A porcupine fish in the Andaman Sea**
Diodon hystrix is a species of porcupine fish. These fishes are short
and broad-bodied, with large eyes and spines covering their skin. Like
puffer fishes, they inflate their bodies when threatened.
[https://www.britannica.com/animal/fish](https://www.britannica.com/animal/fish)
</details>
## Why It's Good For The Game
Skrell already have some substantial weaknesses to Brute and Cold
damage. Flash weakness atop that is somewhat silly. Given they're oxygen
breathers, the copper-based blood in their systems would be teal, rather
than copper-colored. More distinct than the previous brown color, makes
the race more interesting.
## Proof Of Testing
I did not test it because TGUI refused to load after I compiled it
(multiple times), which prevented me from using admin tooling or
creating my character. It _should_ work right out of the box, given it's
just minor details changed.
## Changelog
🆑 Bangle
balance: rebalanced something
code: changed some code
/🆑
## About The Pull Request
Title.
<img width="335" height="296" alt="image"
src="https://github.com/user-attachments/assets/96516265-7307-4a99-bbad-5ad708356284"
/>
## Why It's Good For The Game
It's annoying to have to click several times to hide or show multiple
genitalia at once.
## Proof Of Testing
Compiles without errors. Tested with all genitals, and without any.
<details>
<summary>Screenshots/Videos</summary>
</details>
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>